This is a well-done IFComp 2018 game.
It runs in ITCH and is primarily choice-based. The conceit is that the author wanted to develop a big, fun sci-fi fi puzzle game, but didn't succeed.
Instead, he leaves the frame of his unfinished game alone, and adds author commentary. As the game progresses, the protagonist has more and more power to affect the game itself.
The styling is excellent, with several beautiful images and switches between different interfaces. The music is lovely and appropriate.
This is a game made with love, and it shows.
I beta tested this game.
This is a visually well-polished Twine game, with images, colors, and fonts used to enhance the presentation.
The game itself consists in a vertical tower. The player spends some time in each of the rooms, which are described in rich prose. Some rooms have puzzles, others are more poetic.
There is also an overall puzzle that ties everything together.
This game uses the Desmos online educational software to make a game about leaving your humdrum job to take on a trucking gig in Canada. Each city has things you can buy and things you can sell.
There are several endings you can reach, including giving up and one really interesting one that takes you all over, which I never quite completed. A guide is included on the IFDB page.
I say it's a parody because the author called it that, but the parody element isn't too strong. It mostly seems like a serviceable trucking game.
I beta tested this game. In this game, you play as a superhero who has been captured, and must escape to stop the evil villain from shooting a giant ray at Earth.
The game is arranged linearly, with 4 big set-piece puzzles. Each puzzle requires multiple steps to complete, and can be quite complicated.
I found the game very polished, although occasionally harsh (requiring death to learn what to do, for instance). Highly recommended for people into difficult puzzles in parser games.
I beta-tested this game. This is the best ADRIFT game I've seen in a while. It feels like a nice little slice taken from a Zork-like universe, with lamps and stone dungeons and a troll and little people and so on. There's conversation, treasure, and a satisfying map.
A lot of time Adrift games seem to be trying to get you to do something specific but won't let you actually do it without struggling for the right command. Thankfully, that didn't happen here!
It's like a nice-sized slice of old-fashioned game, not too hard, not too easy. Worth downloading ADRIFT for.
Unfortunately, this game seems to no longer work in the current version of Scratch.
Scratch is a programming language originally designed to help children make simple games. Jared Jackson and his daughter used (or abused) the system to make a parser game with animations and puzzles.
This game is based off of conceptual, educational-style puzzles: manipulating amounts of water, moving around mazes, etc.
The overall storyline is brief but illustrated. It has a different feel than almost all other IF games out there, and I hope that one day it can be recreated in Scratch 3 or a stable language.
This game is a custom web parser built from UnityGl. It seems to work based on searching for one or more keywords in your text, ignoring extra words.
It's built around the trolley dilemma, which is an ethics puzzle: if you know someone is about to die (due to, say, a trolley crash) and you could stop it by having other people die, what would you do?
In this game, your choice on one trolley puzzle may lead to another and another and another. You have 51 possible outcomes to search for.
It was interesting, but hard to interact with.
This is a twine RPG with an interesting mechanic: you can either do randomized attacks against a single opponent at once, with them randomly attacking back, or you can consistently do 10 damage to all enemies and block their attacks by answering math questions. Questions are hand-written, not randomized, so you can see the same ones over and over, reflecting your increasing skill. They range from "2+2=?" to "what is the first derivative of xcos(x)", so if you enjoy being quizzed on arithmetic, algebra, and calculus, this is the game for you (I enjoy that, so I liked it).
I did get stuck on level 2, after finding the altar and decoding the writings. I did skip some material on level 1, so maybe I missed a ladder? In any case, this seems like a fun RPG, though I wonder if there is a 'story behind the story', because leveling up never increases strength, it only increases exhaustion and self-loathing.
(I wrote this review during the comp. After, I investigated more of the code and found the endings, and I do believe this RPG has an overall theme related to resignation and/or stoicism, but I don't want to spoil it).
This game is a homebrew parser game. It seems expansive at first, intimidatingly so, but it soon settles down to a fairly small, nice-sized map.
Unfortunately, the possibility space of commands is fairly high. In most modern parser games, Inform or TADS take care of common synonyms (LOOK AT vs. X vs. EXAMINE, TAKE vs. GET, etc.), and new verbs are generally hinted at in the text or provided by using items where only one word works (a shovel leads to DIG, for instance), and extensive beta-testing finds all synonyms a general player might use. This fails at times, frequently even, but it is a standard that is widespread among Inform/TADS authors.
Games written in other engines tend not to have this flexibility (with Robin Johnson's Versificator parser games being a notable exception). The standard synonyms in Inform and TADS are the results of hundreds of hours of work and playtesting, and even well-established rival engines like Quest and Adrift fail to come close to their standards. And personally written parsers tend to have even more trouble.
This is a long-winded way of saying that there are a lot of commands I wouldn't have guessed on my own without the walkthrough. Besides that, I adored this game. Crossing the chasm reminded me of The Neverending Story for some reason, finding the island reminded me of the first Zelda game. A fun slice of enjoyment.
Tohu wa Bohu is intentionally poetic, utilizing allegorical language, stream-of-consciousness, and unusual punctuation and capitalization.
It's developed in texture, with a short, skippable intro followed by a 19-part quiz, with each quiz question actually a link to another poem segment, some with images or other enhancements.
I found it well-done and beautiful. The reason for my low score is my scale. I found it:
-polished, and
-descriptive,
but somehow I felt an emotional distance that kept me from fully enjoying the piece. And, occasionally, the sheer length of the piece made the dragging and dropping tedious, leading me to be unlikely to play again.
If you're interested in poetic IF, I'd check this out.